5 stars buddy, just 5 stars flat out. Piecing this together in a last minute effort to push an entry into the contest was superb on your part. The game was simplistic enough minus the cheesy sound effects and in a very popular format that can easily draw in attention from Gen Y - smart phone text bubbles dialogue combined with multiple dialogue options with consequence. Also the choice of words you picked for the "voice" of your audience is excellent.
I played Reimagine back when it first came out (even left the kind of review that I shudder reading 4 years later) and because I was so enthralled about how funny the game was, I decided to play the rest of your games as well. I LOVED the game so much because back in 2010, everyone loved pop culture references to the dumbest, silliest things like the Double Rainbow guy or larger and somewhat more relevant things like the ending to Inception which made your game explode on Newgrounds - speaking of which was a great opening to this narrative, a real piece of nostalgia to hook your audience.
I honestly cannot relate to how coming out really feels out but playing this game gave me a feeling of what it's like being put on the pedestal, with such intense bombardments of accusation amongst other things, every single time a text bubble popped up I felt very tense about what the following line would be because dealing with your parents, that's just something everyone can relate to. I haven't been on Newgrounds in forever, I just come here and look things over every few months and honestly seeing work from you (because of :the game: series) was like seeing an old friend and just hearing your story has really touched me.
Your story, based on real (along with half-truths and lies) experiences, especially how your life eventually turned out squeezed together in this 10~ minutes of a point and click story is exactly what a queer teenager needs to keep them going, and for that I thank you for making this.
Very simple game and good for mild chills. Great animation, game mechanics and suits the theme very well. One of the best games I've seen that was made within the 48 hour limit, cheers.
Alright, that was pretty cool for 48 hours of work. Three different forms of platformers in one game. Collision detection seems to be a little off for the swamp levels though. The taxi also accelerates a little too fast when you hold the up key for a while in those stages. The seaweed speed-bumps amused me though. Graphics need a little work though, and maybe some additional sound effects would be nice.
Thanks for the feedback.This game was effectively made by 3 programmers.none of us were artists or audio guys (Although Padraig is pretty gifted at this music malarkey :D), we kinda winged it :D. I did the art with a mouse mainly because we didn't have a token art guy to call on :D. hope you enjoyed the game, :D
Quite a vast improvement since the first game, including all the other ones such as the Christmas special. The graphics of this game have definitely improved along with some gameplay mechanics. A really good idea to not consider the town destroyed until all the town objectives are met, really presses players to aim for the achievements in order to get the bonus gold. Good job on this title!
The game itself has smooth mechanics, no frame rate lag or any other kind of trouble. But the gameplay is quite a lackluster. While the style of the game fits the whole Madness theme, the action or intensity of it is nowhere as exciting. It lacks any sense of progress or completion, it gets quite repetitive after a while because there are only a few backgrounds which loop, the same batch of enemies that look the same in slightly bigger groups and the music doesn't help much either, consider adding a list of songs? The progress, if there was any at all, was very linear and I had no idea how many stages I had passed.
It also isn't very hard to master the game because the enemies are pretty much the same throughout the entire game, none with guns. Just a couple stabs and they fall over, which also makes the rifle look really underpowered because it requires more hits than a little shank knife. Anyone could just move around and press S again and again and kill everyone because the health drops are too common to make it complicated. I only noticed there was an upgrade screen only if you die, hence just only making the game easier after dying and restarting from scratch. Perhaps relocate that to the end of after passing a few stages? That way the upgrades will help IF the game gets more harder. Also maybe add a little spice to the upgrades section like different weapons and stuff.
I understand that this was a small project but I can see that if you are inclined to add some content and tweaks to it, it can improve drastically. Given some extra time and dedication, this game would deserve the front page it was awarded.
I am aware the this game is supposed to be "gameplay-light" but I think what the game needs is a sense of achievement or reward for completing a stage or level. Perhaps a timer to track how fast you completed a single level? I also have no idea what the Eternities do, so maybe there needs to be a page for instruction.
The game had a good soundtrack that fits really well, my personal favorite being the Kenican Jungle soundtrack. Seriously, I love the entire soundtrack for this game, great compositions. But maybe some additional graphic for emphasis would help, maybe add some extra colors to a character so they don't look bland. The scene on the plane where you interact with the pilot felt very plain to me.
What I think hits me the most that there was no emphasis on how tragic it was for the world to end. Other than the Eternals picking out candidates for immortalizing, there wasn't much of a plot to go along with. The game started with an intriguing note, had no progression plot-wise and ended with a lack of a proper ending.
Great game, really creative theme. I liked Egoraptor's narrating which goes really well with the stories, with all his fancy rhymes. This one definitely a great one for replays, I hope this garnered you good grades at A&M!
p.s Check out my icon and guess which ending I liked the most!
Played this long ago in 2009, recently came across this again through a friend. I'm a litle sad that you haven't released the sequel yet as I looked forward to it very much.
The game is really smooth and has a good story. Very simple in terms of tasks but the game seems to have a much deeper story.. maybe you'll cover that when you release the sequel!
Hey, this was really good. I liked your art-style as well as the soundtrack for this game. A really great version of those I-Spy games which I remembered playing as a kid, especially with parts where angle becomes an advantage or disadvantage. Good 3D layering work there, buddy. Oh, did I mention that the best part was that there's a storyline?
I like how you turned a barricade defense game into this exploring RPG game with melee weapons as well. Nice how it's like Fallout with all kinds of junk lying around with a bunch of weapons and food found in spaces.
I'm just a little confused as to how the lockpick system is used here. Whenever I press D, the pin doesn't stay in place as it should. Anyways, great work on the series! I'm not finished with the game yet, but I'll get there sooner or later. n__n
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